Magnus Norddahl
c80860cd5d
Split r_visibleplane into more files
2017-01-11 23:27:35 +01:00
Magnus Norddahl
2988a5fe87
Convert r_visibleplane into classes
2017-01-11 23:08:24 +01:00
Magnus Norddahl
9f8ac7e498
Convert r_skyplane into a class
2017-01-11 22:09:06 +01:00
Magnus Norddahl
0885ff44a0
Convert r_flatplane and r_slopeplane into classes
2017-01-11 21:59:26 +01:00
Magnus Norddahl
fc29958dc7
Convert r_fogboundary to a class
2017-01-11 21:33:28 +01:00
Magnus Norddahl
3f8e5d26b8
Rename RenderBSP to RenderOpaquePass and RenderTranslucent to RenderTranslucentPass
2017-01-11 20:42:39 +01:00
Magnus Norddahl
6f1836b68b
Move classes in r_visiblesprite to their own files
2017-01-11 19:50:07 +01:00
Magnus Norddahl
32b91dd978
Convert r_visiblesprite to classes
2017-01-11 19:33:02 +01:00
Magnus Norddahl
8ed66791e7
Change define to enum
2017-01-11 18:38:51 +01:00
Magnus Norddahl
48b4915f5b
Convert r_playersprite to a class
2017-01-11 18:35:20 +01:00
Magnus Norddahl
ee2811450d
Convert r_wallsprite to a class
2017-01-11 18:28:19 +01:00
Magnus Norddahl
7bed0ffeb6
Convert r_voxel to a class
2017-01-11 18:25:14 +01:00
Magnus Norddahl
164af7264f
Convert r_sprite into a class
2017-01-11 18:17:28 +01:00
Magnus Norddahl
deae5bb1a6
Convert r_particle to a class
2017-01-11 18:14:04 +01:00
Magnus Norddahl
7dfb46b8d9
Convert r_decal to a class
2017-01-11 18:10:51 +01:00
Magnus Norddahl
4b96d7377f
Detach voxel and wallsprite projection from (normal) sprite projection and move the type decision making to RenderBSP::AddSprites
2017-01-11 17:59:29 +01:00
Magnus Norddahl
dce3a1c81c
Move remaining parts of r_things into r_visiblesprite
2017-01-11 15:41:42 +01:00
Magnus Norddahl
f288d589ff
Move defines and enums to where they are used
2017-01-11 15:09:35 +01:00
Magnus Norddahl
72762e583f
Move AddSprites to r_bsp and R_ProjectSprite to r_sprite
2017-01-11 15:02:36 +01:00
Rachael Alexanderson
82ee9e7399
Merge https://github.com/coelckers/gzdoom
2017-01-11 07:48:45 -05:00
Christoph Oelckers
7f3e18a6cc
- fixed a few memory leaks.
2017-01-11 11:37:27 +01:00
Christoph Oelckers
72101473d0
- fixed: The texture for legacy dynamic light handling was always allocated, even if not needed, and it was never freed.
2017-01-11 10:47:45 +01:00
Christoph Oelckers
d1ce098d59
- fixed a crash with GL nodes not having partner segs where both sides have a sidedef. This can happen for some render hacks.
2017-01-11 10:46:26 +01:00
Christoph Oelckers
f4edaa2662
- fixed the railgun's spiral duration was set incorrectly.
2017-01-11 01:46:17 +01:00
Rachael Alexanderson
799d0d1091
Merge remote-tracking branch 'remotes/gzdoom/master'
2017-01-10 19:39:12 -05:00
Rachael Alexanderson
2044003542
Merge commit '11d93cb0302bdc3bc6afee65c4e253d4ecdc4b04'
...
# Conflicts:
# src/r_draw.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-10 19:38:58 -05:00
Rachael Alexanderson
0362deefc4
Merge commit '6552e5a7a18cb334dfa1000e0c52836df2edec95'
2017-01-10 19:38:15 -05:00
Christoph Oelckers
385ebf2ed2
- fixed: Stairs_BuildUpDoomCrush wasn't in the special dispatcher list.
2017-01-11 01:13:39 +01:00
Christoph Oelckers
de4153ceaf
some groundwork for the implementation of dynamic arrays
...
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers
11d93cb030
- removed r_columnmethod 1 because the code was broken and already gone from QZDoom.
2017-01-10 22:28:15 +01:00
Christoph Oelckers
6552e5a7a1
- fixed: 'stat music' tried to access a non-existent stream decoder for any music played through Timidity++ on OpenAL.
2017-01-10 22:16:32 +01:00
Christoph Oelckers
2abd16f117
- fixed: Any inventory item that is about to be placed in an inventory must stop all its sounds.
2017-01-10 22:01:29 +01:00
Christoph Oelckers
3e4f799bbc
- made Actor.DamageMobj virtual.
2017-01-10 21:31:52 +01:00
Christoph Oelckers
3f94a15cfe
- added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it.
2017-01-10 20:14:48 +01:00
Christoph Oelckers
06c97d898b
- added a new parameter to A_CustomRailgun to customize the inaccuracy induced by a moving target.
2017-01-10 20:08:23 +01:00
Magnus Norddahl
361bb11b13
Remove -28 offset to fix issue 0000012
2017-01-10 20:07:51 +01:00
Christoph Oelckers
3696d34806
- added IF_NOSCREENBLINK flag, see http://mantis.zdoom.org/view.php?id=9
2017-01-10 19:57:51 +01:00
Magnus Norddahl
12e272248e
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
2017-01-10 18:25:14 +01:00
Magnus Norddahl
4be291fb61
Fix divide by zero (issue 0000022)
2017-01-10 18:25:06 +01:00
Rachael Alexanderson
866ee43ec9
Merge https://github.com/coelckers/gzdoom
2017-01-10 11:03:58 -05:00
alexey.lysiuk
d9efeb206d
Fixed crash on loading GL nodes
...
See http://mantis.zdoom.org/view.php?id=21
2017-01-10 17:16:18 +02:00
Magnus Norddahl
ece8e95853
Revert range adjustment (can't make out if this is wrong or not - if it is, it is wrong across the entire function)
2017-01-10 15:16:55 +01:00
Magnus Norddahl
751bd120ac
Fix warning about potential uninitialized lightfiller reported by gcc
2017-01-10 15:14:55 +01:00
Magnus Norddahl
8fc6660a4a
Disable SSE stuff
2017-01-10 13:45:14 +01:00
Magnus Norddahl
c4573fa343
Disable SSE on arm
2017-01-10 13:39:57 +01:00
Magnus Norddahl
2f64bfa5af
Drop using intrinsics on ARM until after they actually got gdb to run on it.
...
It is all a waste of time anyhow, because when my computer is literally a
factor 100 times faster at building, what frame rate can one really expect?
What should it run at? 320x200?
2017-01-10 13:11:12 +01:00
Magnus Norddahl
3487be2c40
Fix drawergen linking on rpi
2017-01-10 12:51:35 +01:00
Christoph Oelckers
46179936ec
- added global per-mod precaching lists, to be defined in MAPINFO's Gameinfo section.
2017-01-10 01:00:06 +01:00
Christoph Oelckers
96788850d3
- added a workaround for a crashing condition in FThinkerIterator.
...
It can actually happen that the thinker chain gets broken if an actor being iterated happens to destroy the immediately following actor in the chain as well. In that case both actors lose their chain links and the iterator cannot advance any further, the only solution to avoid a crash is to terminate the iteration of the current list.
2017-01-10 00:38:08 +01:00
Christoph Oelckers
26170419f4
- fixed: The stair builder code tried to access a member of a null pointer after finding no more stair sectors.
2017-01-09 23:24:00 +01:00